All of the following assumes you guys have the mechanics to make these things work. =D
Philosophical stuff:
1) Why not grant interruption credit to everyone on the point's area when an enemy stops channeling - instead of when an enemy's channel is hard-broken? This would have a couple benefits:
- It would account for proximity interruption, since often all it takes is the threat of an approaching champion to get someone to back off.
- It would bring the team average closer together by having more "flat" or shared points available. When I introduce friends to the game mode, having half (or less!) the score of the top spots can be as demoralizing as a loss when they feel they've just played their heart out. Side-note: I think the mode could use a few more point-flatteners.
2) Martyr's a cool idea to help new players get the concept that it's often better to die having defended a point than to escape having lost it, but I think it could be more accurate so that the reward is focused on the right behavior:
- The reward should be large if you die at an uncontrolled point (because you were obviously fighting to control it).
- It should also be large if you die at an enemy point with an ally in a nearby radius (because you likely died so that your ally could live on to capture).
- It should remain large if you die on a friendly point.
- You should get little or no Martyr credit for dying alone on a point that remains enemy-controlled, because that action is not more useful to your team than you losing a duel in the middle of the map.
Technical stuff: I think the "On-point" radius could/should be increased to the actual reasonable combat radius of the point. Mainly the area "behind" the point, where the health relics are. If you hide back there to surprise an approaching enemy, you're outside the range for Point Defense credit. If you die back there while kiting enemies away from the point, you're outside the range for Martyr credit. Same for kill on point, etc.
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